High Seas Romance - Falamar Game Diary (RifE)

CyberForte

Chieftain
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Feb 26, 2011
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Just for fun, I've decided to record a game I'm playing today. The main purpose of doing so is hopefully some entertaining discussion, but also since I'm using RifE (1.31, latest public svn revision), it might give others an interesting look at some of the changes in this excellent modmod.

Also, as a starting note, my play style tends to favor roleplaying over metagaming. I know there are things I could do that would work better/more efficiently, but if they conflict with my sense of rping the game, I'll skip them. Nothing bores me faster than a game I can't get into the feeling of. Given that, I can't promise I'll finish this one, but I'll do my best even so. Also, the format of this is inspired by the impressively done diaries by Horatius, so a thanks to him for the impetus and for the formatting.

Game settings:
Monarch
WorldofErebus mapscript - I prefer the basic Erebus map for its tendency to give strong defensive positions, but I've been trying to play on more open maps to improve my skills. Sea level is high, and cohesion is medium, so we can expect several continents.

Broader Alignments on
Living World on (Normally would play with this off, but there're certain events I'd like to see)
Blessings of Amathon on
Timid Animals on
New Random Seed on reload on (I'm generally cutting back on reloading, but I refuse to, for example, lose a hero at +95% odds, and occasionally there is a glitch with lair exploration where it says a powerful enemy has emerged but nothing shows and it crashes the next turn, etc. But won't be reloading to save units who lost at low odds or anything)
WildMana on (some mana nodes transformed to random types, mainly there because it adds more nodes in general)
All Unique Features on

Quick gamespeed because I'm fairly impatient, heh

Leader: Falamar of Lanun

I can provide save states if interest is expressed, but will default to not

Starting out, I didn't initially decide that I would be posting this, so I lack screens from before 30. But nothing really interesting happened except losing a scout whilst taking out a spider lair. Here's my capital:

List of recent events:

It seems we've got Illians in the game, under Raitlor, which could be interesting.

Techwise, so far I've hit Ancient Chants, Mysticism, and Exploration. Going for Fellowship if I can get it first, because I personally refuse to use OO as a religion, and thematically, Lanun under Falamar don't seem likely to go for it.

Just a note; I'll try to post future posts in a more RP-esque style. The first one is primarily OoC because I'm getting a feel for this kind or writeup still. Also, lots of things to explain.

On that note, you may notice that beside my name, instead of just good, I have (Chaotic Good -570 275). That's what broader alignments does. In addition to adding law/chaos axis, it makes your position on the good/evil axis a number between -750 (evil) and 750 (good), with -250 to 250 being neutral. This is the same for the law/chaos axis. In addition to adding flavor, this means that religions can now slowly push you toward an alignment based on how long you following, which makes it harder to use exploits like switching around to get paladins/eidolons/druids all at the same time. Other factors such as civics can effect this score--building buildings and units is supposed to be able to, but I've never seen it happen...

Anyway, as we can see, Falamar is pretty deeply entrenched in Chaos, but only barely good. If we do end up following FoL, we'll probably end up Chaotic Neutral, as the current version of RifE shifts you toward true neutral when following FoL.

Another number to note is the little thing in the righthand corner that looks like it's a second Armageddon Counter. This is the xUPT option available in RifE in the SVN release, and allows you to place a limit on the number of military units per team per tile. I forgot to set it when I started, but since then, I've set this to the default suggested value of 8. No stacks of doom in this game, which should make things interesting.

Back to the game:

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With the excess of food provided by the sea, once we finish a pagan temple, assigning a priest allows us to prevent even further growth, though we were able to reach the happy cap of 8 quite easily (4 for difficulty, 1 for palace, 1 from Charismatic, 1 from the Tomb of Sucellus in our workable plot radius, 1 from a random event). You may notice that our unhealth is rather high---18 for a 9 pop city? Yes, indeed; another element of RifE is that every population point now causes 2 unhealth rather than 1. However, many boosts have been tweaked to take this into account. Falamar's expansive trait now gives +6 health instead of 3, and once we hook up the Tomb, it will give 2 instead of just 1. Normal resources are still 1 however, since the idea behind this change was still ultimately to limit growth.

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And another thing to note here--our first hostile centaur. They'll be appearing a lot if we can't find the lair that's spawning them and explore it. These are pretty weak, and will just bounce off our fortified warrior--though, I should make a second one soon for good measure. The scorpion goblins are more annoying, since they won't suicide on our city defenses very often.


With the coastal commerce, even without financial, hunting comes quickly, and it's looking like we might be able to get FoL in time to found it, with our prophet coming soon after. So starting to research this; also, finally get a few workers out, with growth no longer an issue, and a hunting lodge. We'll need hunters to clean up the barbs.

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So, with our workers, we can build farms, cottages, and mines despite not having the requisite techs, but they will take significantly longer. For now, going to put up some mines, because cottages would take quite a while as things stand, and farms would be kind of useless with no luxury resources immediately accessible to boost our happiness up. Also note the worker promotions; these can be accrued with passively gained exp, similar to arcane units. I'm going to avoid the Hardy promotions--those increase withdraw chance, but also tend to prevent the workers from stopping working when an enemy unit approaches--and focus on the Skilled line, which increases work rate.


Turn 52 rolls around, so Orthus is up. Some traveling scholar has also passed through; it seems that he finds out culture to be fine, but hints from the man have suggested that there are at least two more cultured peoples exist. Not bad even so, considering we're not exactly Creative.

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And it seems we won the race to FoL, which is especially nice given that it'll upgrade the kept on our coast to kept forests.... Changing to Religion, we're now known as the Holy See of Innsmouth, and have two more happy to fill. That means we need to hook up the Tomb for those extra health...


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It seems someone else has been teching along the same lines as us; we hear that the Octopus Overlords has been founded somewhere, around the same time as Orthus dies. Hearing about people who would worship such revolting creatures, our brave men of the sea give a shudder, glad for the sacred wood of the Fellowship which will consecrate our ships against the power of the undersea monsters... or so we hope.


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After making a few hunters, we can start on our second settler. Expansive's price cut on them is really nice this early on. Our second city is settled on the land to the left of Innsmouth as we prepare a few hunters to explore off to the right. Hopefully we can take out the centaur lair before anyone gets horseback riding and it upgrades...

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At the same time, a wise woman arises amongst the people of Innesmouth, who, after much meditation in the forests, composes a great and rousing ballad. Though the seafaring Lanun men are familiar with music, the graceful and moving Song of Autumn is nothing like they've ever heard before....


And I'm going to end my first post there, just so I don't lose it. More will be forthcoming soon, and I'll probably be a bit more general after this. There's just only so much to say in the early game, so it seems to make sense to say a lot about what there is.

-CF
 
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Our first expedition to the east was met with a painful legion of goblins. It seems there's a Goblin Camp there, and the first hunter was far from enough to subdue the lot. Next time, we'll send several, but first a temple of leaves. We've still not met anyone, but it's impossible to tell yet if the area to the east is a thin land bridge or if we're on a small island. If the latter, then we'll certainly have some overseas colonizing action down the road....


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Our workers move to improve some resources, but for the moment we're going to leave all the lowland tiles that have no resources on them unimproved. Once we get priests of leaves, we can just bloom these; then, if we want more commerce and food, we'll use camps. Note that RifE camps can be built on any forest or tundra tile and give +1 food - 1 hammer, and +2 commerce with Trade. Future versions should have a FoL only upgrade which makes these even more viable, since they build on top of forests, and lumbermilling ancient forests is not something we'll be doing. It kills immersion so bad.... Also, the mushrooms are a food resource that we can harvest with a mine. Also, the Haunted Land you see just south of Innesmouth is another exception. Haunted Lands are actually a forest-like feature, but they can coexist with most improvements, giving +2 commerce, so we'll build a cottage there


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From rumors spread by travelers of Loki, it seems that the Balseraphs are around. Well, being Falamar, I can only hope that it's Keelyn and not Perpentarch. Or perhaps it'll be one of the minor leaders? Only time will tell on that, it would seem... We also hear rumors of a strange, almost... sentient golem, an idea which gives our lads the chills almost as much as word of the Octopus Overlords did.


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Rumors tell us that a dragon has come to the world soon after we regain our birthright and learn the craft of sailing upon the sea. Some of the men fear the dragon and are glad that it has not been born near us, but the Lanun are adventurous souls, and many harbor dreams of seeking him out someday... In the meantime, an army of hunters is formed to take the eastern lands and expand our borders, and grudgingly the Lanun study Agriculture, knowing that land still plays an important role in their lives--though they have little interest in farms, but rather desire to tame the wild cows nearby. They imagine in this that they might also learn the skills they need to tame the wild sea serpents so common in legend.... The sea is still the primary provider of food.... In Kingsport, we'll start on the Heron Throne, since has far more water tiles than Innesmouth.


[Note here from the poster: I feel like an idiot right now--I only now remembered I should be building pirate coves. Shows you how often I play the Lanun, eh? Getting to work fixing that now. <.<; Not going to include that slip up in my game text.]

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After much trial and error, the Lanun people learn much about the care of animals. Meanwhile, as a nearby Volcano starts to cool, the eyes of their craftsmen turn to it curiously, and they suggest that it might be possible to learn to make tools of the Obsidian found in it, or even luxury items. Intrigued, Falamar orders his sages to begin a study of such things.... Meanwhile, the army of hunters manages to successfully rout the first squadrons of goblins it encounters, but the hunters are no professional soldiers and must rest as they fight the poison used by the aggravating creatures. But a superb defensive position is taken outside the goblins' camp, so that hopefully more will throw themselves upon our hunters and die.... With this delay in overland exploration, though, the first early galleys are launched to explore along the coat instead.


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Some bad news--it would appear we've failed to reach the centaur camp before it grew, as evinced by the encroaching Centaur Marauders. Our hunters manage to hold them off as well, but this places a new priority upon disposing of centaur lairs. A naval expedition to bypass the goblin camp is planned for dealing with this menace. [See that skull promotion? That's the new free promotion for the raiders trait, and for a few barbarian units. It makes the unit automatically pillage tiles from any civ it's at war with as the unit crosses them]


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Unfortunately, our exploration was cut short by a monstrous sea serpent, and our people have evinced concern. Falamar agrees to the sages' suggestion that we study the art of mining in hopes of discovering some metal which might be used to armor ships against such monsters. However, this will take time, and so he also orders our priests to prepare a Dousing ritual to discover what other secret treasures our land may hold.


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Unfortunately, word reaches us that we have failed to complete the Heron Throne first. All is not lost however--we are able to sell the incomplete wonder for its materials. Whilst waiting for the results of the dousing ritual, Falamar decides to educate his people.

Sadly, the dousing ritual suggests that no metals of value lie within our current lands. Frustrated, the captain chooses to strength his army of hunters and directs research toward Optics. If metal will not create stronger ships, other means will have to suffice....


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With some application of hunting parrots--I mean, hawks--we discover the depressing extent of the barbarian infestation to the east. But lo and behold, finally we meet other humans! The beautiful (if not quite charming) Furia the Mad, queen of the Balseraph nation. Falamar easily charms the lovely lady, but in the end she remains cautious, obviously not entirely pleased with the fact that, despite their shared chaotic natures, he is in the end a good person, and she is firmly convinced that she is not. Putting his desire for better optics aside momentarily, Falamar orders a system of writing which would cross over the cultural and lingual differences devised so that he might trade knowledge with the fair, if fell, maiden across the sea.


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Our hunters finally capture the goblin camp, and setup camp there ourselves, appointing a fort commander to control it as they prepare to defend against the pit beast found within, in the exploration. Meanwhile, Fawns are contracted to use their charm and skill to sneak into the centaur camps--time will tell how well they do in this mission, though.


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Trading is successful, and Falamar smirks as he sails away from his latest encounter with the lovely Furia, certain she would soon develop a devotion to the ways of the Fellowship as his people had, and pleased with the technology he gained in turn. As well, he begins to prepare for the settling of a new city to the east, and the heavens prove this is a fine plan; the Great Tree shines in the stars, lighting the way for the endeavor.

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As the new city is founded, an up and coming bard chooses to take up residence there. Inspired by the Song of Autumn, he composes his greatest work to date, making the city known far and wide... But then, a shocking occurrence!


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It would appear that those worthy men of Falamar's following are not the only Lanun to survive the age of ice. However, the leader of the other faction, whilst attractive enough, manages to make Furia look calm and charming. And that they follow the monsters from beneath the sea causes great unrest amongst our people... But even so, Falamar is quick to try to close the gap between the two factions, trading eagerly for the philosophical writings of the other faction, and managing to ease the tension somewhat--for the moment...


And that's where I'll leave off for now. Yes, I'll admit I gamed that--the two Lanun factions would never appear in the same game naturally. But I found the idea too tempting to pass up. We'll see how it goes...
 
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After designing mapmaking techniques, the Lanun trade a few tidbits to acquire maps of other lands.


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Information reaches us that the White Hand has been revived in a faraway land. This is uncomfortable news for a people who detest the ice that blocks their livelihood and revere nature, but it is an issue to be addressed at a later time....


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In removing the centaur camp, our Fawn discovers a man who appears to be a quite capable engineer. Upon his arrival at Innsmouth, Falamar takes him aside to discuss a lighthouse project that he has in mind...


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Born of Falamar's research into Optics, a great ship, christened The Black Wind, is constructed and crewed by the finest sailors as it sets out to rid the Lanun of their sea serpent woes once and for all. With any luck, the beasts could even be captured...


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Another city is founded, and, in splendid Lanun tradition, a bard is amongst the first immigrants and, inspired by the new climate, creates a truly great work. Indeed, the people of a barbarian city are so impressed by her music that they would join us, but the city is in far too perilous a position, so that they are disbanded instead.


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In the midst of our serpent hunting, we encounter rumors that people have begun to worship Esus. Although a distressing development, the worst was yet to come....


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Just as Falamar's dream of a Great Lighthouse is realized by the engineer, impressing even the cautious Hannah, Furia betrays him by abandoning the Fellowship. Although enraged, the captain does not immediately lash out, however... No, instead, he quietly begins to recruit the bravest sailors, constructing a Pirate fleet in secret. Revenge will be sweet, but a dish served cold, and with a side of irony when the pirates plunder her coasts without ever revealing their owner's identity....

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In more pleasant news, the Fawn who was so successful previously grew greater, and was christened as a full Satyr, the greatest of defenders within our ancient forests. He proves his worth right away by enticing an ancient and powerful spider to join our cause, giving Silk.


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The crew of the Black Wind proves their worth most impressively, capturing the Lanun their first sea serpent. With any luck, it will be only the first of many creatures brought into their service. Truly the ship is the people's hero. And soon after the serpent, another victory!

Seeing the success, we decide that preparing a ritual to make peace with the animals might be wise, but only after subduing a few more of the serpents for our navy...


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Another lovely, and this time quite graceful, lady makes her appearance, apparently on the far end of our continent as we explore. Falamar again sails away quite pleased--the beautiful elf queen already follows the Fellowship, and with a bit of work, she can be convinced to be a staunch ally.... And soon, the Lanun sages with discover the secrets of Astronomy, allowing trade with our far flung acquaintances....


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Further trading with Thessa gives us an accurate picture of the rest of the region, suggesting where the Black Wind ought sail to make the acquaintance of the rest of those in the area... Soon, we shall do so.

Okay, think I'm done for tonight... More tomorrow, most likely. Thoughts? Is this of interest at all, or am I just a boring player? =P
-CF
 
Is Hannah showing up some RifE thingy or did you set up a second Lanun player when you started the game( does that even work?)?
 
I&#8217;m surprised you used your great bards for great works instead of settling them or bulbing them. I know the second bard allowed you to culture flip the barbarian city, but can you talk to why you choose to create a great work w/ the first one?

Folks should note that settled Great Persons generate Great Person Points in RifE, which is a nice incentive to settle them.
 
I've enjoyed reading your posts on this playthrough so far. I'm going to be away for the next week or so and thus won't be able to respond to anything new for a while, but I look forward to reading about your next moves when I get back. :)
 
Normally I would've settled them, but in this case, I don't actually want more bards--I'm not going for cultural here, and so more bards gpp would result in more bards. Though perhaps I should've settled them in the new cities for the gold. I passed up on bulbing mostly because the techs didn't interest me. I was hoping that the second one would let me bulb animal handling, but hers would've gone toward Drama, and drama wasn't a tech I wanted, plus Furia already had it so no free bard back. The first one would've bulbed Tracking, which would've been a huge waste given how fast I could research that tech. Still, I probably should've settled for the gold if nothing else... I'll end up eating what I said about bards when I make the Lyre, but that's just to boost relations. <.<; Plus I can move it out of the capital.... Hopefully I can get a Sage for once.


No, though, her showing up isn't a RifE feature, I just purposefully selected her as another player under custom game. Actually, I'll admit I selected several of the AI players--the title wouldn't work quite so well if everyone was male. *cough*


Glad you've enjoyed the game, Estelindis. Hopefully I'll have more of interest for you when you get back. Enjoy your trip.

And now, I did play a little last night, so I'll have to get an update up of that...
-CF
 
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As our Pirates move towards Furia's lands, they catch sight of other lands and end up actually exploring a bit, instead of following the original attack plan. This leads to contact with the elegant, kind, and beautiful queen of the Elohim, Ethne. Upon meeting Falamar, she is cautious due to her own animosity towards Furia, but the captain's charm, wit, and willingness to offer gifts quickly wins her over.

However, after having told her of the Way of the Forests, Falamar seems confident sailing away that she'll convert soon... But when word reaches his ears that the Elohim have not, and rumors of shadowy dealings arise, his frustration shows... But still, all in good time.


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Although initially much more accommodating, and a fast friend, the realm of Capria is also tainted by shadowy rumors. Still, Falamar sails away from his first meeting with the strong-willed, righteous woman convinced she will soon join him in the Fellowship, and that many future meetings will ensue--soon after, this proved true, and both Ethne and Capria joined him on the Overcouncil and in following the Fellowship.


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It would seem Furia was upset by our efforts to undo her religion, and sends Privateers to harass our cities. Quite the unexpected tactic, and Falamar is taken aback, having not expected it. A new defensive fleet is rushed out, since the existing one is still in foreign waters, exploring where it was meant to be harrying... This encourages the Lanun men to take firmer control of the sea. Surely those dirty Balseraphs cannot outdo them on their home territory?!


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Meanwhile, on an entirely different front, Falamar successfully convinces Hannah that the Overlords can do her no good. Perhaps she'll return to them in time, but for the moment, even she joins in the Fellowship and, partially redeemed, applies to the Overcouncil as well. The Lanun peoples, for the moment, have been peacefully reunited.... Falamar also meets a dwarf man who crafts golems, but pays him little mind save to teach him the Way of the Forests.


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Capitalizing on his fine relations with the lovely ladies of the world, Falamar signs a number of defensive pacts with them, securing his position of peaceful hegemony over much of the world... Unfortunately, the Svartalfar leader he meets soon after is none too pleased at this, particularly not that he had dealings with the dwarf. But even so, she is a loyal follower of the Fellowship, and he takes measures to court what favor he can with her...


Around this point, we're at 58% religious influence, so given the way I've been RPing this, and the completely peaceful strategy I've been following, I think religious victory is the obvious path. Aside from further Pirating vs Furia, it seems unlikely we'll have any actual wars, especially with such a network of defensive pacts in place... Now, going to start playing for today; this was all from before I went to bed last night.
-CF
 
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As we discover the secrets of military strategy, one of our people proves himself to be a Great Commander. After he sets up a command post in Innsmouth, he sets out for the field, where Paradera is under attack from barbarian forces. Once there, he takes control of the defenses and his soldiers quickly work to beat back the barbarian threat. [Note: I've tried to give an idea here of RifE's commander system. In another game, I might showcase this more prominently, but we won't be using it that much in a peaceful game.]


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Some bad news on the religious front. Junil's teachings have spread in Elohim lands and, if unchecked, these could prove to be a problem. Furia also recants and returns to her shadowy ways, despite her admiration for an impressive Lyre created in our lands. Falamar grows rather frustrated with this, especially since Hannah recently returned to her Octopuses... But, he resolves that we shall not fail in our mission to spread the fellowship, and sets out to train Inquisitors and an army of Disciples to reassert the religion dominance of the Fellowship.


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Using Dominate to force monsters to explore their own lairs, our crafty Satyr--now traveling with The Black Wind--discovers ancient tablets which give insight into the secrets of creating a deeper bond with nature. As well, Falamar decides that being the king has become quite taxing, and he opts to switch to a Republican government, although he remains its chief official and, more importantly, leading diplomat.


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Finally, we meet the last lovely lady on the map. Raitlor is quite cold to Falamar's advances initially, but once he sees she is not pursuing the rituals of winter, nor following the White Hand, he does his best to warm things between them. His campaign to spread the Fellowship needs to move more quickly, though--success might slip away otherwise....


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As we work on this, a Prophet emerges in Innsmouth, foretelling our success and settling in the city to work toward this goal. As well, trading reveals Iron near Paradera, causing Falamar to study the use of this metal, wanting better ships to ensure the safety of his overseas missions. Also, in our study of Mercantilism, a Great Merchant emerges in Innsmouth. She decides to found a guild, calling it the Kingfisher Brotherhood.


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Sadly, The Black Wind finally met her match in an obscenely powerful Beast-class sea serpent. Upset by this, the Lanun people decide they should make peace with animals soon, and begin a ritual to do this in one city.


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Although Coombe View is blocked to our disciples by a well-positioned nightwatch, we spread the Fellowship in Jubilee and send and Inquisitor priest to Dunwich to eliminate Order and RoK from that city. Truly I detest the rate at which Order spreads--we have quite a bit of work ahead of us now. Still, ironworking is done and workers move to hook up the iron so we might have Frigates to escort a force of Disciples to the Bannor and Elohim, as well as Inquisitors to the Balseraphs, Elohim, and Bannor.

Why do they never spread their state religion beyond a few cities? Sigh. Lots of work to do... But going to leave off their for now. Things are slowing down a bit, but victory is in sight.
-CF
 
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Finally, after some work, Falamar manages to get Raitlor up to pleased, on the overcouncil, and in a defensive pact. But she's stubborn; even at Friendly, she won't convert to the Fellowship...


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We hit Alchemy for the Silver Circle, Arcane Lore to finally get an academy up, and take note that Hannah has hired The Black Duke, said to be the best assassin the Guild of the Nine has. Nothing terribly interesting....

[My screenshot feature doesn't seem to be working right now... Well, nothing too interesting to ss anyway...]

The campaign to spread the Fellowship's influence was going well, until Ethne built the Code of Junil, undoing all our work in the Elohim lands. Falamar rages at the accursed god of law and continues his campaign, soon discovering Blasting Powder's use. Obtaining some, he sets out to build the greatest navy the world has ever seen, even as his eyes turn toward Mithril.


A senate debate in our Republic was split between the workers and the philosophers. Falamar took the side of the common men, knowing they were the foundation of our great Republic, and that faction of the senate won. [Ie, obtained Industrious trait for this election.]


[At this point, the game has become much more of an uphill struggle than I'd intended. -_- Order is a pain in the ass when pursuing Religious Victory. Sorry for the short update; will hopefully have more of interest in the next one, but there's... not that much left to do.]
 
Haha, glad you liked it. I guess we ended up having Zealots after all, despite skipping OO entirely. ?<.>?;

Unfortunately, this game has reached the point that continuing it just a long but predictable uphill struggle to spread vs Order. I'm sure I could do it, but it's sadly gotten boring. As well, screenshots of this game are no longer saving correctly, and in my investigation of xml, I discovered that certain... Romance-related events were actually only in 20% of games, explaining why they never occurred despite the conditions being met. Though I fixed this, the change won't take effect retroactively, and waiting for them was what was keeping me playing....

So my apologies to anyone who wanted to see the rest, but I'm going to stop here. If anyone wants the save file from where I left off, I'll happily provide it. Regardless, I think I'm gonna try another game, more militaristic, and post it up as I did with this. Perhaps I'll have more luck finishing it....

Thanks for reading, and feel free to comment/reply still here if you feel so inclined.
-CF
 
Hmm maybe make a D´Thesh (or however hes called9 game, i only played them once and i remember killing everyone despite having no clue what they even where and how exactly the civ worked. ^^
 
Well, the Legion of D'Tesh actually isn't a civ I have much experience with, but it's certainly true they're an obvious warmonger choice, since they need to kill people to survive/expand. I'll play around with them, and see if I have a grasp of their mechanics or not. Other options I was considering were Bannor (chain of command stuff + multiple production mechanic can be quite powerful), Clan (ironically, similar focus to Bannor in commander units and MultipleProduction instead of warrens), or Amurites since I neglected magic last game and Naxus is good for war with his Necromantic trait.

Though given that I want conquest + mag, D'tesh might be the logical choice actually. I'll see how I do with him. From what I understand, by just killing everyone, you were doing it right. XD;
Thanks for your replies and input,
-CF
 
Very interesting and a cool write up. It was a nice idea and I can see that you put some effort into it.
Too bad that things didn't work out like you wanted to. It's usually tough to get the religious victory without some war and inquisition although I understand that you wanted to befriend all of the ladies.

I'm sure that Falamar got some in the end, though ;)
 
Glad that you think so. Yeah, on the whole I find you're right--if it had been a normal game I'd have tried to destroy Ethne and dispose of Order entirely. But by the point she founded it that would've ruined the rping, sadly...

Good to see we agree on that. ?<.>?;
-CF
 
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